Library / Bestiary

Nightmare, Cauchemar

CR 11.00 Outsider NE Huge
This towering, burning equine stands upon smoking hooves. Hellfire shimmers in its hateful eyes.
STR
31
DEX
15
CON
21
INT
16
WIS
12
CHA
12
HP
147 (14d10+70)
AC
26, touch 10, flat-footed 24 (+2 Dex, +16 natural, -2 size)
Speed
40 ft., fly 90 ft. (good)
Init
+6
Melee
bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire)
Space
15 ft.
Reach
10 ft.
BAB
+14
CMB
+26
CMD
38 (42 vs. trip)
Fort
+14
Ref
+11
Will
+7

Weapons: Martial, Simple

smoke (DC 22)

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Overrun from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Run from Feat

<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>

Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, Knowledge (arcana, planes) +20, Perception +22, Sense Motive +22, Stealth +11

spell-like abilities:
1/hour—Ethereal Jaunt, 1/hour—Plane Shift
Details
Type
Outsider
Alignment
NE
Size
Huge
Environment
any (Abaddon)
Organization
solitary
Treasure
none
Senses
darkvision 60 ft.; Perception +22
Languages
Abyssal, Infernal
Source
Bestiary
Sources Used in This Record
9 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Overrun (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Run (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ethereal Jaunt (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.